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Desync.

So the network transmission layer, right? You know, game server, game client, client does interpolation. So as your ships or your actions move, your actor, so your character and your ship, when you're actually piloting a ship, the client does interpolation about your movements. So it's trying to predict what the server will say. And then the server comes in and says, yeah, that's what it is. And that comes from the network queue. So obviously when we have congestion on the network, it's going to cause some of this. But it's also server FPS, of course, has a very large effect on this. Right. And so desyncs are a combination of factors. Right. That when you see a desync, it's, you know, could be because the server is simulating a piece. And he's back in time a little bit. So he's skipping time steps. Well, he's not skipping time step. It's not the right way to do it. I'm trying to make it simple so we don't go too deep into the weeds. But think about it this way. If the server is not running at a very decent frame rate, then when those frame rates dip, the effect will be some kind of level of desync for certain kinds of items. And so with the RMQ, we're hitting on the stuff that's related to the network transmission. This will help definitely. And with the new metrics in 3.24, that helps us to really hone in on what is the cause of the cost over time on frame time. Where is our frame weight? What resources are being used? What resources are being allocated? So the thing that might not be clear when you look at the game. So the Star Engine is really good at streaming stuff in dynamically and streaming it out dynamically. That's the key feature of the engine. But that also has a certain level of cost. So depending on what players are doing in the game, the servers might be doing just fine. Right. You know, certain areas are just super easy, but then other areas stream in and then they become problematic. And so that's what we're looking at with those metrics is to see what areas and what entities in those areas are costing us the most so that we can optimize the things that really affect those desyncs in that gameplay, literally. So right now, the improvements we're getting there is several engine fixes or optimizations, I should say. And then the network queue replacement is going to help on these things quite a bit.

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Published on this date.2024-09-06
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